* Path Tracing integrator: added new Russian Roulette parameter to speed up path tracing, see: http://www.yafaray.org/node/775 `[Blender Exporter + Core]` The relevant parameter will be "russian_roulette_min_bounces". - If this parameter is set to 0, russian roulette will be enabled. - If set to the same value specified in depth (max bounces), russian roulette will be disabled - If set to a value between 0 and max bounces, then russian roulette will only start be applied after this number of bounces, so we can get decent sampling in dark areas for example and get a good speedup with less noise. - Lower values of this parameter will result in faster (but somewhat noisier) renders.

* yafaray-xml: better autodetection of plugins path, but in some cases "-pp" may still be needed `[Core]`

* Building system: many changes to make the building process easier and more integrated with Git `[Blender Exporter + Core]`

Bug fixes in v3.2.0:--------------------* IMPORTANT: Path/Photon OneDirectLight - attempt to sample lights more uniformly, see: http://www.yafaray.org/node/803 `[Core]`This has been a significant bug, that went unnoticed for a very long time and was causing severe artifacts in Photon Mapping and Path Tracing when lights were not uniformly lighting the scene. Now with this fix, renders should be much more correct and hopefully more realistic!

* IMPORTANT: all integrators, SPPM and path roulette: Fixing non-randomness repetitive patterns, see: http://www.yafaray.org/node/792 `[Core]`Another important bug that went unnoticed for a very long time. A lack of randomness caused severe patterns in BiDirectional integrator and probably some artifacts (in less extent) in the others. We hope this change helps to achieve more correct and realistic results now.

* IMPORTANT: big changes to textures interpolation and colorspace processing, see: http://yafaray.org/node/787 `[Core]` - I found out that YafaRay was doing the texture interpolation *after* decoding the texels color space. This was causing significant differences in color between standard bilinear/bicubic and when using trilinear or EWA mipmaps.

- The Core code has been modified so from v3.2.0 onwards all internal image buffers will be converted to "linear RGB" during the texture loading process. That will allow a correct color interpolation process, and probably slightly faster than before. Hopefully this should improve color fidelity respect to the original texture images used for the scene.

- Also, all textures will be "optimized" by default. I think it's clear by now that optimized textures greatly improve memory usage and apparently don't cause slowdowns (might even make it slightly faster due to reduced RAM access?). To accomodate the extra color information necessary to store "linear RGB" values in the optimized buffers, their size will be around 20-25% bigger respect to v3.1.1, therefore a RAM usage increase will happen now compared with previous versions.

- For optimal results, from now on the user will be responsible for selecting correct ColorSpaces for all textures, including bump map, normal map, etc. For example for Non-RGB / Stencil / Bump / Normal maps, etc, textures are typically already linear and the user should select "linearRGB" in the texture properties, but if the user (by mistake) keeps the default sRGB for them, YafaRay will (incorrectly) apply the sRGB->LinearRGB conversion causing the values to be incorrect. However, I've added a "fail safe" so for any "float" textures, bump maps, normal maps, etc, when getting colors after interpolatio YafaRay will to a "inverse" color conversion to the original Color Space. This way, even a mistake in user's color space selection in bump maps, normal maps, etc, will not cause any significant problems in the image as they will be converted back to their original color space. However, in this case rendering will be slower and potential artifacts can appear due to interpolation taking place in the wrong color space. For optimal results, the user must select correctly the color space for all textures.

* Bidirectional integrator changes `[Blender Exporter + Core]` - Will be supported again, although will be considered "unstable" until the (many) issues it has are completely fixed. - Fixed issue with excessive brightness that happened after render finished.

For your information, from this release onwards, the versioning number will be as follows:

* "bleeding edge" daily builds: any more changes (bugfixes and/or new features) on top of v3.2.0 will be named v3.2.0-1, v3.2.0-2, v3.2.0-3, etc, until a new Release is released* If there is need to release a "bugfix-only" release based on the changes mentioned, it will be v3.2.1 (containing v3.2.0-1, v3.2.0-2, etc)* After that bugfix release, subsequent daily builds will show: v3.2.1-1, v3.2.1-2, v3.2.1-3, etc* If there is another bugfix-only release it will be v3.2.2, containing the changes in v3.2.1-1, v3.2.1-2, etc.* etc, etc* If new features are introduced, the version number for the "new features release" will become v3.3.0. It will include all commits/changes done after releasing v3.2.0, including any bugfixes, etc.* If any radical and structural changes are introduced, the version number will become v4.0.0

I hope this makes sense and allows us to standardise versioning from now on, so no need for "alpha" versions as there will always be the possibility of downloading and testing any of the "bleeding edge" daily builds that will be automatically generated every time we send a commit to the master branch, and can be downloaded from http://www.yafaray.org/daily_builds/index.html

Do you have other YafaRay versions or forks (such as The Bounty) in your Blender Addons folders?

If yes, please remove any other versions or forks from those folders and try again. Disabling them is not enough, you need to remove them from the Addons folder.

If this still does not work, when you try to render a .html log file should be generated in a folder xxxx_render in the same place where your .blend file resides (xxxx = name of the blend file). Please compress it in zip and attach it here.

I cannot see the .html file, it looks like YafaRay is failing to execute. Typically this happens when there is a conflict with another YafaRay version or fork.

Please check that there are not any other YafaRay folders (or forks such as The Bounty) in any of the Blender AddOns folders (sometimes there are several, one common in Program Files/Blender/etc.. and another per-user one in the C:\Users/(username)/AppData/roaming/blender etc.. (I'm not 100% sure of the complete path but it should be something like that)

In any case, to see exactly the error messages please do this:

Click Windows start button and type "cmd" and press enter

You will see the terminal black window now. Go to the directory where Blender.exe resides wih:cd C:\<path to blender>

Then execute blender typing "blender" and pressing enter. Try to render now and the black terminal window will show any error messages. Take a screenshot and send it here please.

Yes, it helps. First of all why is yafaray in the foldrr yafaray_v33 instead of yafaray_v3?

I still suspect something residual causing problems. Try this please:- disable yafaray v3 in the user preferences and save/aplly. If there are any other versions of YafaRay and/or The Bounty disable them as well.

- remove any yafarah and/or the bounty folders from the Blender addons folder. Close Blender.

- Download yafaray_v3 v3.2.0 from our site and install it usung Blender as usual. Enable it and try again.